Rasagar/Library/PackageCache/com.unity.cinemachine/Runtime/Components/CinemachineOrbitalTransposer.cs
2024-08-26 23:07:20 +03:00

487 lines
22 KiB
C#

#if !UNITY_2019_3_OR_NEWER
#define CINEMACHINE_PHYSICS
#define CINEMACHINE_PHYSICS_2D
#endif
using System;
using UnityEngine;
using Cinemachine.Utility;
using UnityEngine.Serialization;
namespace Cinemachine
{
/// <summary>
/// This is a CinemachineComponent in the the Body section of the component pipeline.
/// Its job is to position the camera in a variable relationship to a the vcam's
/// Follow target object, with offsets and damping.
///
/// This component is typically used to implement a camera that follows its target.
/// It can accept player input from an input device, which allows the player to
/// dynamically control the relationship between the camera and the target,
/// for example with a joystick.
///
/// The OrbitalTransposer introduces the concept of __Heading__, which is the direction
/// in which the target is moving, and the OrbitalTransposer will attempt to position
/// the camera in relationship to the heading, which is by default directly behind the target.
/// You can control the default relationship by adjusting the Heading Bias setting.
///
/// If you attach an input controller to the OrbitalTransposer, then the player can also
/// control the way the camera positions itself in relation to the target heading. This allows
/// the camera to move to any spot on an orbit around the target.
/// </summary>
[DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
[AddComponentMenu("")] // Don't display in add component menu
[SaveDuringPlay]
public class CinemachineOrbitalTransposer : CinemachineTransposer
{
/// <summary>
/// How the "forward" direction is defined. Orbital offset is in relation to the forward
/// direction.
/// </summary>
[DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
[Serializable]
public struct Heading
{
/// <summary>
/// Sets the algorithm for determining the target's heading for purposes
/// of re-centering the camera
/// </summary>
[DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
public enum HeadingDefinition
{
/// <summary>
/// Target heading calculated from the difference between its position on
/// the last update and current frame.
/// </summary>
PositionDelta,
/// <summary>
/// Target heading calculated from its <b>Rigidbody</b>'s velocity.
/// If no <b>Rigidbody</b> exists, it will fall back
/// to HeadingDerivationMode.PositionDelta
/// </summary>
Velocity,
/// <summary>
/// Target heading calculated from the Target <b>Transform</b>'s euler Y angle
/// </summary>
TargetForward,
/// <summary>
/// Default heading is a constant world space heading.
/// </summary>
WorldForward,
}
/// <summary>The method by which the 'default heading' is calculated if
/// recentering to target heading is enabled</summary>
[FormerlySerializedAs("m_HeadingDefinition")]
[Tooltip("How 'forward' is defined. The camera will be placed by default behind the target. "
+ "PositionDelta will consider 'forward' to be the direction in which the target is moving.")]
public HeadingDefinition m_Definition;
/// <summary>Size of the velocity sampling window for target heading filter.
/// Used only if deriving heading from target's movement</summary>
[Range(0, 10)]
[Tooltip("Size of the velocity sampling window for target heading filter. This filters out "
+ "irregularities in the target's movement. Used only if deriving heading from target's "
+ "movement (PositionDelta or Velocity)")]
public int m_VelocityFilterStrength;
/// <summary>Additional Y rotation applied to the target heading.
/// When this value is 0, the camera will be placed behind the target</summary>
[Range(-180f, 180f)]
[FormerlySerializedAs("m_HeadingBias")]
[Tooltip("Where the camera is placed when the X-axis value is zero. This is a rotation in "
+ "degrees around the Y axis. When this value is 0, the camera will be placed behind "
+ "the target. Nonzero offsets will rotate the zero position around the target.")]
public float m_Bias;
/// <summary>Constructor</summary>
/// <param name="def">The heading definition</param>
/// <param name="filterStrength">The strength of the heading filter</param>
/// <param name="bias">The heading bias</param>
public Heading(HeadingDefinition def, int filterStrength, float bias)
{
m_Definition = def;
m_VelocityFilterStrength = filterStrength;
m_Bias = bias;
}
};
/// <summary>The definition of Forward. Camera will follow behind.</summary>
[Space]
[OrbitalTransposerHeadingProperty]
[Tooltip("The definition of Forward. Camera will follow behind.")]
public Heading m_Heading = new Heading(Heading.HeadingDefinition.TargetForward, 4, 0);
/// <summary>Parameters that control Automating Heading Recentering</summary>
[Tooltip("Automatic heading recentering. The settings here defines how the camera "
+ "will reposition itself in the absence of player input.")]
public AxisState.Recentering m_RecenterToTargetHeading = new AxisState.Recentering(true, 1, 2);
/// <summary>Axis representing the current heading. Value is in degrees
/// and represents a rotation about the up vector</summary>
[Tooltip("Heading Control. The settings here control the behaviour of the camera "
+ "in response to the player's input.")]
[AxisStateProperty]
public AxisState m_XAxis = new AxisState(-180, 180, true, false, 300f, 0.1f, 0.1f, "Mouse X", true);
/// <summary>Legacy support</summary>
[SerializeField] [HideInInspector] [FormerlySerializedAs("m_Radius")] private float m_LegacyRadius = float.MaxValue;
[SerializeField] [HideInInspector] [FormerlySerializedAs("m_HeightOffset")] private float m_LegacyHeightOffset = float.MaxValue;
[SerializeField] [HideInInspector] [FormerlySerializedAs("m_HeadingBias")] private float m_LegacyHeadingBias = float.MaxValue;
/// <summary>Legacy support for old serialized versions</summary>
protected override void OnValidate()
{
// Upgrade after a legacy deserialize
if (m_LegacyRadius != float.MaxValue
&& m_LegacyHeightOffset != float.MaxValue
&& m_LegacyHeadingBias != float.MaxValue)
{
m_FollowOffset = new Vector3(0, m_LegacyHeightOffset, -m_LegacyRadius);
m_LegacyHeightOffset = m_LegacyRadius = float.MaxValue;
m_Heading.m_Bias = m_LegacyHeadingBias;
m_XAxis.m_MaxSpeed /= 10;
m_XAxis.m_AccelTime /= 10;
m_XAxis.m_DecelTime /= 10;
m_LegacyHeadingBias = float.MaxValue;
int heading = (int)m_Heading.m_Definition;
if (m_RecenterToTargetHeading.LegacyUpgrade(ref heading, ref m_Heading.m_VelocityFilterStrength))
m_Heading.m_Definition = (Heading.HeadingDefinition)heading;
}
m_XAxis.Validate();
m_RecenterToTargetHeading.Validate();
base.OnValidate();
}
/// <summary>
/// Drive the x-axis setting programmatically.
/// Automatic heading updating will be disabled.
/// </summary>
[HideInInspector, NoSaveDuringPlay]
public bool m_HeadingIsSlave = false;
/// <summary>
/// Delegate that allows the the m_XAxis object to be replaced with another one.
/// </summary>
internal delegate float UpdateHeadingDelegate(
CinemachineOrbitalTransposer orbital, float deltaTime, Vector3 up);
/// <summary>
/// Delegate that allows the the XAxis object to be replaced with another one.
/// To use it, just call orbital.UpdateHeading() with a reference to a
/// private AxisState object, and that AxisState object will be updated and
/// used to calculate the heading.
/// </summary>
internal UpdateHeadingDelegate HeadingUpdater
= (CinemachineOrbitalTransposer orbital, float deltaTime, Vector3 up) => {
return orbital.UpdateHeading(
deltaTime, up, ref orbital.m_XAxis,
ref orbital.m_RecenterToTargetHeading,
CinemachineCore.Instance.IsLive(orbital.VirtualCamera));
};
/// <summary>
/// Update the X axis and calculate the heading. This can be called by a delegate
/// with a custom axis. Note that this method is obsolete.
/// </summary>
/// <param name="deltaTime">Used for damping. If less than 0, no damping is done.</param>
/// <param name="up">World Up, set by the CinemachineBrain</param>
/// <param name="axis"></param>
/// <returns>Axis value</returns>
public float UpdateHeading(float deltaTime, Vector3 up, ref AxisState axis)
{
return UpdateHeading(deltaTime, up, ref axis, ref m_RecenterToTargetHeading, true);
}
/// <summary>
/// Update the X axis and calculate the heading. This can be called by a delegate
/// with a custom axis.
/// </summary>
/// <param name="deltaTime">Used for damping. If less than 0, no damping is done.</param>
/// <param name="up">World Up, set by the CinemachineBrain</param>
/// <param name="axis"></param>
/// <param name="recentering"></param>
/// <param name="isLive">true if the vcam is live</param>
/// <returns>Axis value</returns>
public float UpdateHeading(
float deltaTime, Vector3 up, ref AxisState axis,
ref AxisState.Recentering recentering, bool isLive)
{
if (m_BindingMode == BindingMode.SimpleFollowWithWorldUp)
{
axis.m_MinValue = -180;
axis.m_MaxValue = 180;
}
// Only read joystick when game is playing
if (deltaTime < 0 || !VirtualCamera.PreviousStateIsValid || !isLive)
{
axis.Reset();
recentering.CancelRecentering();
}
else if (axis.Update(deltaTime))
recentering.CancelRecentering();
if (m_BindingMode == BindingMode.SimpleFollowWithWorldUp)
{
float finalHeading = axis.Value;
axis.Value = 0;
return finalHeading;
}
float targetHeading = GetTargetHeading(axis.Value, GetReferenceOrientation(up));
recentering.DoRecentering(ref axis, deltaTime, targetHeading);
return axis.Value;
}
private void OnEnable()
{
// GML todo: do we really need this?
m_PreviousTarget = null;
m_LastTargetPosition = Vector3.zero;
UpdateInputAxisProvider();
}
/// <summary>
/// API for the inspector. Internal use only
/// </summary>
public void UpdateInputAxisProvider()
{
m_XAxis.SetInputAxisProvider(0, null);
if (!m_HeadingIsSlave && VirtualCamera != null)
{
var provider = VirtualCamera.GetInputAxisProvider();
if (provider != null)
m_XAxis.SetInputAxisProvider(0, provider);
}
}
private Vector3 m_LastTargetPosition = Vector3.zero;
private HeadingTracker mHeadingTracker;
#if CINEMACHINE_PHYSICS
private Rigidbody m_TargetRigidBody = null;
#endif
private Transform m_PreviousTarget;
private Vector3 m_LastCameraPosition;
/// <summary>This is called to notify the us that a target got warped,
/// so that we can update its internal state to make the camera
/// also warp seamlessy.</summary>
/// <param name="target">The object that was warped</param>
/// <param name="positionDelta">The amount the target's position changed</param>
public override void OnTargetObjectWarped(Transform target, Vector3 positionDelta)
{
base.OnTargetObjectWarped(target, positionDelta);
if (target == FollowTarget)
{
m_LastTargetPosition += positionDelta;
m_LastCameraPosition += positionDelta;
}
}
/// <summary>
/// Force the virtual camera to assume a given position and orientation
/// </summary>
/// <param name="pos">Worldspace pposition to take</param>
/// <param name="rot">Worldspace orientation to take</param>
public override void ForceCameraPosition(Vector3 pos, Quaternion rot)
{
base.ForceCameraPosition(pos, rot);
m_LastCameraPosition = pos;
m_XAxis.Value = GetAxisClosestValue(pos, VirtualCamera.State.ReferenceUp);
}
/// <summary>Notification that this virtual camera is going live.
/// Base class implementation does nothing.</summary>
/// <param name="fromCam">The camera being deactivated. May be null.</param>
/// <param name="worldUp">Default world Up, set by the CinemachineBrain</param>
/// <param name="deltaTime">Delta time for time-based effects (ignore if less than or equal to 0)</param>
/// <param name="transitionParams">Transition settings for this vcam</param>
/// <returns>True if the vcam should do an internal update as a result of this call</returns>
public override bool OnTransitionFromCamera(
ICinemachineCamera fromCam, Vector3 worldUp, float deltaTime,
ref CinemachineVirtualCameraBase.TransitionParams transitionParams)
{
m_RecenterToTargetHeading.DoRecentering(ref m_XAxis, -1, 0);
m_RecenterToTargetHeading.CancelRecentering();
if (fromCam != null //&& fromCam.Follow == FollowTarget
&& m_BindingMode != CinemachineTransposer.BindingMode.SimpleFollowWithWorldUp
&& transitionParams.m_InheritPosition
&& !CinemachineCore.Instance.IsLiveInBlend(VirtualCamera))
{
m_XAxis.Value = GetAxisClosestValue(fromCam.State.RawPosition, worldUp);
return true;
}
return false;
}
/// <summary>
/// What axis value would we need to get as close as possible to the desired cameraPos?
/// </summary>
/// <param name="cameraPos">camera position we would like to approximate</param>
/// <param name="up">world up</param>
/// <returns>The best value to put into the X axis, to approximate the desired camera pos</returns>
public float GetAxisClosestValue(Vector3 cameraPos, Vector3 up)
{
Quaternion orient = GetReferenceOrientation(up);
Vector3 fwd = (orient * Vector3.forward).ProjectOntoPlane(up);
if (!fwd.AlmostZero() && FollowTarget != null)
{
// Get the base camera placement
float heading = 0;
if (m_BindingMode != BindingMode.SimpleFollowWithWorldUp)
heading += m_Heading.m_Bias;
orient = orient * Quaternion.AngleAxis(heading, up);
Vector3 targetPos = FollowTargetPosition;
Vector3 pos = targetPos + orient * EffectiveOffset;
Vector3 a = (pos - targetPos).ProjectOntoPlane(up);
Vector3 b = (cameraPos - targetPos).ProjectOntoPlane(up);
return Vector3.SignedAngle(a, b, up);
}
return m_LastHeading; // Can't calculate, stay conservative
}
float m_LastHeading;
/// <summary>Positions the virtual camera according to the transposer rules.</summary>
/// <param name="curState">The current camera state</param>
/// <param name="deltaTime">Used for damping. If less than 0, no damping is done.</param>
public override void MutateCameraState(ref CameraState curState, float deltaTime)
{
InitPrevFrameStateInfo(ref curState, deltaTime);
// Update the heading
if (FollowTarget != m_PreviousTarget)
{
m_PreviousTarget = FollowTarget;
#if CINEMACHINE_PHYSICS
m_TargetRigidBody = (m_PreviousTarget == null) ? null : m_PreviousTarget.GetComponent<Rigidbody>();
#endif
m_LastTargetPosition = (m_PreviousTarget == null) ? Vector3.zero : m_PreviousTarget.position;
mHeadingTracker = null;
}
m_LastHeading = HeadingUpdater(this, deltaTime, curState.ReferenceUp);
float heading = m_LastHeading;
if (IsValid)
{
// Calculate the heading
if (m_BindingMode != BindingMode.SimpleFollowWithWorldUp)
heading += m_Heading.m_Bias;
Quaternion headingRot = Quaternion.AngleAxis(heading, Vector3.up);
Vector3 rawOffset = EffectiveOffset;
Vector3 offset = headingRot * rawOffset;
// Track the target, with damping
TrackTarget(deltaTime, curState.ReferenceUp, offset, out Vector3 pos, out Quaternion orient);
// Place the camera
offset = orient * offset;
curState.ReferenceUp = orient * Vector3.up;
// Respect minimum target distance on XZ plane
var targetPosition = FollowTargetPosition;
pos += GetOffsetForMinimumTargetDistance(
pos, offset, curState.RawOrientation * Vector3.forward,
curState.ReferenceUp, targetPosition);
curState.RawPosition = pos + offset;
if (deltaTime >= 0 && VirtualCamera.PreviousStateIsValid)
{
var lookAt = targetPosition;
if (LookAtTarget != null)
lookAt = LookAtTargetPosition;
var dir0 = m_LastCameraPosition - lookAt;
var dir1 = curState.RawPosition - lookAt;
if (dir0.sqrMagnitude > 0.01f && dir1.sqrMagnitude > 0.01f)
curState.PositionDampingBypass = UnityVectorExtensions.SafeFromToRotation(
dir0, dir1, curState.ReferenceUp).eulerAngles;
}
m_LastTargetPosition = targetPosition;
m_LastCameraPosition = curState.RawPosition;
}
}
/// <summary>Internal API for the Inspector Editor, so it can draw a marker at the target</summary>
/// <param name="worldUp">Current effective world up</param>
/// <returns>The position of the Follow target</returns>
public override Vector3 GetTargetCameraPosition(Vector3 worldUp)
{
if (!IsValid)
return Vector3.zero;
float heading = m_LastHeading;
if (m_BindingMode != BindingMode.SimpleFollowWithWorldUp)
heading += m_Heading.m_Bias;
Quaternion orient = Quaternion.AngleAxis(heading, Vector3.up);
orient = GetReferenceOrientation(worldUp) * orient;
var pos = orient * EffectiveOffset;
pos += m_LastTargetPosition;
return pos;
}
/// <summary>OrbitalTransposer is controlled by input.</summary>
public override bool RequiresUserInput => true;
// Make sure this is calld only once per frame
private float GetTargetHeading(float currentHeading, Quaternion targetOrientation)
{
if (m_BindingMode == BindingMode.SimpleFollowWithWorldUp)
return 0;
if (FollowTarget == null)
return currentHeading;
var headingDef = m_Heading.m_Definition;
#if CINEMACHINE_PHYSICS
if (headingDef == Heading.HeadingDefinition.Velocity && m_TargetRigidBody == null)
headingDef = Heading.HeadingDefinition.PositionDelta;
#endif
Vector3 velocity = Vector3.zero;
switch (headingDef)
{
case Heading.HeadingDefinition.Velocity:
#if CINEMACHINE_PHYSICS
#if UNITY_2023_3_OR_NEWER
velocity = m_TargetRigidBody.linearVelocity;
#else
velocity = m_TargetRigidBody.velocity;
#endif
break;
#endif
case Heading.HeadingDefinition.PositionDelta:
velocity = FollowTargetPosition - m_LastTargetPosition;
break;
case Heading.HeadingDefinition.TargetForward:
velocity = FollowTargetRotation * Vector3.forward;
break;
default:
case Heading.HeadingDefinition.WorldForward:
return 0;
}
// Process the velocity and derive the heading from it.
Vector3 up = targetOrientation * Vector3.up;
velocity = velocity.ProjectOntoPlane(up);
if (headingDef != Heading.HeadingDefinition.TargetForward)
{
int filterSize = m_Heading.m_VelocityFilterStrength * 5;
if (mHeadingTracker == null || mHeadingTracker.FilterSize != filterSize)
mHeadingTracker = new HeadingTracker(filterSize);
mHeadingTracker.DecayHistory();
if (!velocity.AlmostZero())
mHeadingTracker.Add(velocity);
velocity = mHeadingTracker.GetReliableHeading();
}
if (!velocity.AlmostZero())
return UnityVectorExtensions.SignedAngle(
targetOrientation * Vector3.forward, velocity, up);
// If no reliable heading, then stay where we are.
return currentHeading;
}
}
}